Nature Cleric vs Circle of Land Druid: I am comparing the features gained at the levels against one another. I am merely doing a direct comparison, for your balancing sake you may want to assign a point value, such that having 1 skill might be +1 for cleric, but having such a wider array of prepared spells might be +2 for druid.
Skills: CLERIC : Nature cleric gets 3 skills from class vs druids 2.
Domain vs Land Spells : DRUID : Druid wins here, as it has far more various options.
Heavy Armor Proficiency vs Natural Recovery : DRUID : Having 1 more AC is nice, however compared to getting to cast more spells, well... that is kinda your job.
Cantrips: CLERIC: Cleric wins it has 4 total cantrips vs 3 and one can be from an alternate class list.
Turn vs Wildshape: CLERIC: I am giving an edge to Turn, as in specific combat situations it can completely change an encounter, however non-combat wildshape has extremely powerful uses such as accessing almost anywhere. (most fortifications are designed to prevent people from breaching them, not tiny regular house spiders). If you never end up fighting beasts, plants or undead, turn is worthless, where I cannot imagine a campaign in which wildshape wouldn't save the day at some point.
Dampen Elements vs Lands Stride: CLERIC : While Land's stride is almost certainly overlooked in power by many, the fact dampen elements is such a strong feature gives advantage to clerics. You will have a creature hit by a fireball at some point, cutting that damage in half is really useful. It doesn't even have a limit to uses per day, and gives the cleric a reaction to throw into his action economy. Compare it to "Absorb Elements", its very similar to a first level spell slot, except rather than providing a somewhat small damage buff, it can be cast on other people, and doesn't cost a spell slot, and isn't a spell so can't be countered or affected by silence.
Divine Strike vs Wildshape Improvement : UNKNOWN: Divine strike is a bit of a red herring. You probably are using a 1 handed simple weapon, so at best you are looking at 1d6+1d8 +2/3 from str/dex. Casters should usually use cantrips as they make use of their primary stat, instead of secondary or more likely tertiary one. If you picked up produce flame from the druid cantrip, and sacred flame from cleric, either of those is almost always going to be better than a melee swing. Wildshape improvement allows you to explore underwater environments uninhibited. Both are really only useful in edge cases.
Divine Intervention vs Nature’s Ward : DRUID : Divine intervention is really cool flavor ability, however in practice you are spending an action for a 1/10 chance of something to happen. Being immune to poison will help you at some point, Using your action to do nothing when your party is in a desperate situation may cause a TPK.
Destroy Undead vs Nature's Sanctuary: CLERIC : You have actually already gotten some destroy before this point, the nature of bounded accuracy means that even low level mooks could potentially be a threat, however if they are turned there isn't much difference in that and destroyed in most situations as you should be able to account for them in 10 rounds. That said a level 14 ability that protects you from beast attacks is not impressive. At level 14 you really probably aren't dealing with beasts very often. So Edge to cleric.
Master of Nature vs Timeless Body : CLERIC : I don't think master of nature will really come up much, if 14th level beasts weren't really a concern, at 17th they should be distant memories. However the fact Timeless body is purely a fluff ability in something like 99.99999% campaigns, Master obviously beats it, even if its not an impressive skill at this level.
Divine Intervention vs Archdruid : CLERIC: Finally a blowout. Archdruid is possibly the singular most overpowered ability in the game.... if you are a circle of the moon druid being unable to die unless they can burn through an elemental AND your HP before your turn hits makes a Moon druid capable of standing toe to toe with almost anything in the game, and have a decent chance of winning. But we are talking about a Land druid, not a Moon druid. This capstone just lets them scout more, and replaces the need to carry a 10gp stick. Vs the cleric ability to do almost anything he could imagine, once a week.
So on the whole, I saw more cleric wins, 7 vs 3. However how much you value each comparison will affect your judgement, also many of the abilities come up late. If you don't expect your campaign to go past 10th level, then comparing 14th level features isn't really needed.
Also it is worth noting: A Nature cleric is a cleric who most likely follows a nature aligned deity, typically in some sort of civilized area. A druid is more directly connected to nature and the primordial forces, and may live in the wilderness itself.